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Blog

As I mentioned in my last post, creating a game with a message I can identify with is very important to me. Creating a game is very time consuming, so I want to spend my time on something I’m passionate about. That’s why I wanted to work on a project about women in tech and games for some years now. But there was always one question that kept me from starting it: How do I talk about the topic so it’s interesting even for people that do not necessary agree with my position?

Creating a game is a time consuming undertaking, for most devs it’s one of the most important things in their lives. Not because that’s how they earn their money, but because they spend so much time working on the game. That’s why it is important, that you can identify on a deeper level with the project you’re working on.

Some days ago somebody asked on Facebook what the most important dos and don’ts are if you are showing your early prototype at a convention or conference. As I started replying, I realized how many things came to my mind. So I thought it would be easier to make a post about it. Read more “Dos and don’ts when exhibiting your unfinished game”→

Some days ago it happened. As every day, I was sitting in the bus on my way to work, playing Pokemon GO. Swiping the Pokestops, looking for free slots in gyms, occasionally catching a Pokemon on the go. I was starring out of the bus window waiting for something to happen in the game, when suddenly a thought crossed my mind: Why am I still playing this? Read more “Pokemon GO is only fun if you cheat”→

When I was writing my post about MVC in Unity last week I realized that I used a lot of – let’s say nonbasic stuff, that might be kind of confusing if you are new to programming. So here a very short guide to generic classes in Unity and when they might be useful to you. Read more “Generic classes in Unity”→

One of the beautiful things about Unity is, that it helps you get startet with your game very fast, even if you have little to no experience in developing games.

But as you get better in coding you sometimes wish to implement stuff, such as for example design patterns, that don’t really work too well with Unity’s built in infrastructure. For some time I was working on an MVC system for Unity, trying to bring some structure in the coding workflow of my projects. Read more “MVC in Unity”→

I waited for this for almost a year: Two weeks ago, I finally had the chance to play Overwatch in the open beta. And I played a lot. And I enjoyed it! A lot. This game just made my jaw drop: Lovable characters, stunning gameplay, elaborate level design, Blizzard just shows off their skill in every area of game development. While I spent a lot of time studying the level design (about which I would like to talk in another post), one other particular thing caught my eye: While I don’t really like playing support, I ended up doing it way too often. Why? Because nobody else in my team would. Read more “Why people don’t play support in Overwatch”→